In a previous installment, we took a dive into the this variable and how it behaves in different ES5 situations. In this installment, we’ll do the same but for so-called arrow functions, introduced in ES6.
this can be thought of as an additional parameter to the function that is bound at the call site. If the function is not called as a method then the global object (non-strict mode) or undefined (strict mode) is passed as this.”
Let’s see what this means (pun intended?) for various scenarios.
You often hear that to work with graphic displays on the Arduino platform you need to use a Mega or other high-performance board. I got curious about how much you can actually get done on an a measly Uno and similar boards based on the classic ATmega328P. You can find the ongoing results on my wiki.
We’ve entered Phase Two of my game programming course, and to help support this phase, I’m putting together enchant.js | Fundamentals.
While currently not as interactive nor as descriptive as what I developed for Phase One, I’m hoping these incremental examples will make it easy for those new to programming to grok some fundamental techniques and concepts.
I’m creating it as a just-in-time resource for the course. There a little bad-but-expedient practice in there, but it’s working quite well for the course so far. Each page is resource-complete in itself—meaning you can download just a single HTML document and later view it without a live Internet connection.
* I considered enchant.js, Phaser, and melonJS. There were pros and cons to each, but I ultimately went with enchant.js because I like it’s event-driven nature (better reflects how JS “should” work) and it has a smaller (and therefore less intimidating for beginners) API.